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Treating Children With Speech Sound Disorders: Development of a Tangible Artefact Prototype

机译:用语音声音疾病治疗儿童:开发有形的人工制品原型

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Background A prototype of a tangible user interface (TUI) for a fishing game, which is intended to be used by children with speech sound disorders (SSD), speech and language therapists (SLTs), and kindergarten teachers and assistants (KTAs) and parents alike, has been developed and tested. Objective The aim of this study was to answer the following question: How can TUIs be used as a tool to help in interventions for children with SSD? Methods To obtain feedback and to ensure that the prototype was being developed according to the needs of the identified target users, an exploratory test was prepared and carried out. During this test using an ethnographic approach, an observation grid, a semistructured questionnaire, and interviews were used to gather data. A total of 4 different types of stakeholders (sample size of 10) tested the prototype: 2 SLTs, 2 KTAs, and 6 children. Results The analysis of quantitative and qualitative data revealed that the prototype addresses the existing needs of SLTs and KTAs, and it revealed that 5 out of 6 (83%) children enjoyed the activity. Results also revealed a high replay value, with all children saying they would play more. Conclusions Serious games and tangible interaction for learning and problem solving serve both teachers and children, as children enjoy playing, and, through a playful approach, learning is facilitated. A clear pattern was observed: Children enjoyed playing, and numerous valid indicators showed the transposition of the traditional game into the TUI artefact was successful. The game is varied and rich enough to be attractive and fun. There is a clear need and interest in similar objects from SLTs and educators. However, the process should be even more iterative, with a multidisciplinary team, and all end users should be able to participate as co-designers.
机译:背景技术钓鱼游戏的有形用户界面(TUI)的原型,旨在用语音声音障碍(SSD),语音和语言治疗师(SLT)和幼儿园教师和助理(KTA)和父母使用相似,已经开发和测试。客观本研究的目的是回答以下问题:如何将TUIS作为一种工具,以帮助SSD的儿童的干预措施?获得反馈的方法并确保根据所识别的目标用户的需求开发原型,制备探索性测试并进行。在使用民族图方法期间,使用观察网格,半系统问卷和访谈来收集数据。共有4种不同类型的利益相关者(样本大小为10)测试原型:2个SCT,2 kTA和6名儿童。结果定量和定性数据分析透露,原型解决了SLTS和KTA的现有需求,并显示出6名(83%)儿童的活动享有活动。结果还透露了高重播价值,所有孩子都说他们会发挥更多。结论学习和问题的严重游戏和有形互动为教师和儿童提供服务,因为孩子们喜欢玩耍,并且通过一种俏皮方法,促进了学习。观察到一个明确的模式:儿童享受竞争,众多有效指标显示传统游戏的转换成造工成功。游戏变化而富有足够的富有吸引力和乐趣。有明确的需求和兴趣来自SLTS和教育工作者的类似物品。但是,该过程应该更迭代,具有多学科团队,所有最终用户都应该作为共同设计师参与。

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